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09-25-07, 03:37 PM | #136 | ||||||||||||||||
Commodore
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@CB..
Woaaahhh I don't even know what to say. I had to rub my eyes and read your post 2 times. Here are some thoughts.. Quote:
I surely noticed the huge ammount of cfg and script files what told me that the game is extremely and propably totally modable. Basically an SDK. But back then its cryptical appearence and total lack of comments scared me away and i was to busy with my own project anyway. However i noticed empirically in the game that it is more or less a sleeping giant. I do not play it that often and sometimes i get really bored by the lack of dynamic but when i get into a new situation i always get extremely excited and addicted. I suddenly do not want to expand my ordnance as soon as possible and get back home. I suddenly want to see very curiously what will happen next. Gunning ships in SH always made me crank up the time compression. To some reason, I never do this in SOF, i actually like it to watch it in real time. In thous addicting moments i notice how many ambitions were behind this game. But the low budget nature of this game spoiled its potential. It's up to the moders now how much of it can be still saved. And SOF lacks realism options. The auto TDC and stealth meter kinda takes away the point of the game for me. But it's interesting that you tell me this now. I never looked that close to SOF, i just noticed that it seems to expose pretty much everything to text files. This is propably the most open game around. It's a moders dream actually! Quote:
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This would be what moders always dreamed about! Quote:
I guess i gathered to much knowledge about the subject to get ever really excited about all the current sims. I am way to demanding. Also, sometimes games appear with really good features but on the other hand blatantly neglect some other most crucial areas. And since it is hardcoded you can't do a damn thing about it. I am completely feed up with this. I see no option for an own project. I just want to change all thous little things that always nagged me. I want some real SIMULATOR. So realism wise I go a radically different way in IUF. Expect it to be a realism shock. When i get it finished some day, forget what you have seen in all the other subsims. You will have to learn from scratch again! It will be very different in just any regards. Despite its infancy the early prototype shows this tendecy pretty clearly. Quote:
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And the development even seem to have started not far apart from my. Actually this is exactly what i do with my own sim. I want to expose almost all of the engines internals to cfg files and scripts. Back in the days i even intended to release it as a pure SDK, without any real game content and leave the rest up to the moders but later decided that i should try to do a full game, that also should serve as an example to moders. Just a while ago i came to the idea to make the engine programmable via scripts where you can do math operations, call hardcoded functions and access any variable in the game and use it for triggering. This would make it possible to create completally new stuff. Quote:
I was wondering how long it will take someone to drive his teeth deep into its flesh. Quote:
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This all makes me want to develop my own sim just faster. I have so many great things on my todo list. I just added cfg file support and soon scripts. Quote:
Modability is an extreme success factor today. But this message still do not seem to have penetrated to all the devs. Imagine SHII wouldn't have been so modable. It would have never played it. The devs need to take modability more serious. It is after all just a question of policy. Technically it is not a big deal at all to expose the engine to text files. Quote:
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But the game fails to communicate its power, it appears like a budget game Quote:
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I guess we are so used to the lack of realism(and believe they lack it so much) in the other sims that we might tend to scream "bug" when a new sim covers new areas of realism that is much against our false expectations about realism. But more well approximated realism gives so much more tactical depth to a sim. Even few small additional details can be a big difference! You made me really curious with all this talks, CB... I guess i will take a second closer look on it |
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09-25-07, 04:14 PM | #137 | ||||
Commodore
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I think the answere can be found only in the scripts that come along with the game. You basically have to look if such an operation is done somewhere in an other script. The question is if the engine do this stuff at all. Maybe you should check out the scripts that deals with mines, since they will be spotted only close to the boat(I suppose). Quote:
Do you know if all units get detected as soon as they appear on the maximum visibility range or can they be made detectable much below this range ? What do this code lines means exactly ? AddStateItem [u2],"c:0,1,EnemyVisible:5000" AddStateItem [u2],"c:1,0,-EnemyVisible:8000" If it is not possible to make the sub attack submerged you could simple change the E-34 model for a periscope model only that is placed so deep relative to it's node that it sticks above the water only a meter or what ever hight you like. I think more than a periscope isn't needed since the water is not transparent in SOF iirc. If the spotting range can be modified then you culd set the detectability down to what would be resonable for a periscope sticking out of the water. It would have been nice from the devs if they would have added an API doc for all the commands. Quote:
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09-25-07, 05:32 PM | #138 | ||
Ace of the Deep
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but i recognise the fact they have made no attempt to trim or limit the code used to make it user friendly in any way...(other than the templates written into the stateenginetemplates.txt) this is what turned me on to the uniqueness of the game..normally they take the code and water it down to the bare essentails and then you gets your add -on mission editors etc etc ..but with this game it's all done with sheer raw unadultered code....with very few exceptions ..there are some game specific commands etc.. so that means more or less that if you can code it... the game will run it...almost without restriction...i'm betting you could code a pop up on screen calculator directly into mission script and it would work...haven't tried this but it gives you some idea of what i'm expecting to a greater or lesser degree from the game... you can take it some where completely different.. anyhuw back to that surprise attack code i was asking about heres the code for the brit sub spawning within torp range here set to occur after a set timer has expired if Alive [mysim] then GameTime [gt] ifall sameint [processed],$0 greater [gt],20 then CreateServerSimulationObject [u2],"E34" SimSetName [u2],"E-class" SimSetPosition [u2],-200,200,200 SimSetStartSpeed [u2],15 AddStateEngine [u2] AddStateItem [u2],"s:2" AddStateItem [u2],"a:1,Course:10,20" AddStateItem [u2],"a:1,Ramm:" AddStateItem [u2],"a:1,FireAtWill:" AddStateItem [u2],"c:0,1,EnemyVisible:5000" AddStateItem [u2],"c:1,0,-EnemyVisible:8000" setint [processed],$1 endif endif now the thing is that the location for the spawn SimSetPosition [u2],-200,200,200 is relative to a setting allocated here ChangeGeoPivot 10.312,54.554 so it's -200,200,200 form that point (which is lat long) in one of the stock single missions (a test mission ) it shows this code id mysim int pl float npos phase init ChangeGeoPivot 7,56 CreateSimulationObject [mysim],"u35" ExtractPlayerID [pl],[mysim] mul [npos] , [pl] , 100 #SimSetPosition [mysim],[npos],-10,0 SimSetPosition [mysim],-200,-0,100 SimSetDirection [mysim],0,0,0 SimSetStartSpeed [mysim],5 BindToController [mysim] EveryFrame endphase end where iot appears to my eyes to be storing the player subs location in a float [npos] i think here and referenceing it as a possible method of then setting the sub into the sim world at that location again in some form of respawn event.. SimSetPosition [mysim],[npos],-10,0 if we go back to my surpise attack code.. if i can find the correct method for using the above snippet to replace the SimSetPosition [u2],-200,200,200 i've used then the sub should appear in relation to the player subs location NOT the GeoPivot lat long location i have absolutely no doubt this is perfectly acceptable to the game engine tho with my very basic coding skills and the limited number of stock code examples available i haven't ferreted out the correct scripting method as yet..and i hate trail and erroring code work as it is genuinely hugely irritating and demanding ..dot in wrong place won't work stuff (as you know) but this game engine can do this stuff standing on it's head....why? because the code can...and the game runs the code without limitation get the code right and it will do it..if they had intended to limit the scope of the game engine they would not have used RAW non user friendly code to script it..they would have used the usual mission scripting techniques we are all so familiar with.. take a look at it.....i'm sure you'll agree will answer some other stuff a bit later the issue with hydrophones and the lack of danger is related to the fact that as soon as you dive you become undetectable to the DD's (with scope down etc)..so even if they have seen you and start dropping their DC's you are going to have to walk into the DC's your self as by the time they reach your last known location you are of course gone.. now then this is reason two why i want to hold and store the players location in a float or integrer or some dang thing.lol as i can then TELL the DD where i am even whilst submerged and not in visual contact.. because it is raw code the game will not ask wether this is relevant or not .. i can script go to the players current location ... once that is achieved.. i can then elaborate on it i can then script if this then go to player location and then randomise it to generate a perfectly convincing set of hydrophones....further down the line it can be limited by distance affected by sea state weather..and so on.. if weather this if sea state that. if distance the other.. i don't need to tell you this! you allready know! the only possible issue i can see right now is that i have not as yet found a direct command to order the DD to drop dcs..and that not all the other stuff would be the problem...the dd can be told to go to the players location under a set of dynamic conditons...simulating the detection with hydrophones...but can it be prompted to attack something which it cannot "see" there might be the limitation..as this would be a game specific command ..not raw VB code Quote:
and im pretty sure tho could be wrong that they refer to the distance at which the enemy detects the player rather than the other way round.. using the weather ie fog you can create circumstances where the distances are far shorter obviously..and this creates some very dangerous situations for the player...as the AI does not always react in a predicatable manner when it spots you...and this is really rather splendid in it's own way..it's almost as if both the player and the AI hhave an exclamation mark above their heads and the first to suss out what to do next wins..LOL...last time this happened i was trying to figure out why the warship wasn't firing it's main guns at me when i blew up having been hit by one of it's torps lol... it knew i was allready dead so why waste the main gun ammunition LOL..i dunno?? was quite a strange moment...staring at this DD thru the binoculars lol the issue with devising a hack for a "submerged" sub model file is that it is unneccesary.(this isn't SH3..lol)...you can script the spawning sub directly into the mission file.. it works..all i ned is to tie the spawn point to the player current location..and i KNOW the game will allow this..it is a trivial small piece of code...as i say write the code it'll run it for you..but code is code so it needs to be exact..i aint good at exact,,but i'll get it eventualy...sooner or later one idea i try will work.. and then it's on to the next thing... heck going back to the WW2 destroyer escort behaviuor..you can get the DD's to spell out your name if you want them to...and then do it back wards holding hands...then perform formation ball room dancing if your prepared to work the thing thru !lol...i kid you not
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the world's tinyiest sh3 supermod- and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats Last edited by CB..; 09-25-07 at 06:30 PM. |
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09-25-07, 08:08 PM | #139 | |||||||||||
Commodore
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Vector3 ship_position = player_ship_node->getPosition(); If it can be done in SOF scripting too then it must be in a simular way. Ever encountered the term vector in the files ? I actually have no VB experience whatsoever. I don't know how similar it is to C++. But i guess similar. I have to check my library. Quote:
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What exactly do mysim and sameint stands for ?? What means the a's, the s and c's in the AddStateItem commands ? Quote:
So essentially ChangeGeoPivot is for setting the start location of the mission. Quote:
In this context the statements appear to my mystery frankly. Quote:
And why do the #SimSetPosition [mysim],[npos],-10,0 gives only 2 values to describe the position ? It also appears to me commented out. It is probably an incomplete statement or something. Could be a function that was never completed. Usually when there is an But this would be quite an awekward way to get the player sub position. SimSetPosition then there should be also a SimGetPosition (if the devs were any sane). And should work maybe something like: float x float y float z SimGetPosition [mysim], x, y, z I mean as a trial an error, you can try this code snipped out. Good luck I am wondering though whether mysim would be the right way to reffer to the players boat. if Alive [mysim] kinda suggest this. But i don't know. Try it out Quote:
The question is do the engine needs this function at all ? Actually yes, how else are vehicles supposed to be spawned relative to the players position. Well that is what you should look for. There must be some script lines that do this somewhere. But this could be a hardcoded part. Since it doesn't make sense to let appear an enemy unit magically right next to you, despite far viewing range. So i am wondering why the devs would want to make it possible to set this via script, since all units appear on the boarder of the visual range. This makes this function in scripts superfluous. So hypothetical this function isn't needed in the scrpts and thus is possible not available. If the SimGetPosition do not work then it is possible not available, since getPosition and setPosition are the most common functions in all engines. Quote:
And so many files in SOF are so damn cryptical. They must have been in serious hurry. Well i will take a look at it again. But i don't want to make any promesses. Quote:
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09-25-07, 09:18 PM | #140 | |||||
Ace of the Deep
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the game uses GetSimPosition i discovered to day and also the float x y and z.. i will try it out tommorrow... Quote:
id mysim or id donaldduck it doesn't seem to mind what you call it which is as you'd expect with the raw code in fact there are some working missions where the player sub isn't even included in the mission code at all...i have NO IDEA how the hell that works.. the a's and c's etc in the stateengine entrys i'm still only guessing at...that's what makes it as you say so tricky...only a partial understanding of what does what..so it's really irritating to work out Quote:
the range at which the vessels spawn seems to be dependant on the type of trigger used for the event...and what sort of script it uses for the vessels subsequent behaviuor...some vessels spawn thousands of miles away and never come near to the player at all unles you go to the vessels (if you see what i mean) so it's a case of the player being near to a lat long location which triggers the spawn...the actual vessel spawn location can be any where on the map...which you would think would solve the problem .. i think with a game engine that runs this sort of more generic VB style code..that it will as a rule accept any correctly written piece of code as long as it isn't directly told not to run it ..so such things as the RANDOM and IRANDOM ..INTS etc etc once you say it's ok to use these commands then it doesn't really care what you randomise..within reason..etc Quote:
and i ain't running for any university degree here just a gameplay addition...the simple dice roll is dang near allways the most enjoyable..it allows the imagination to run riot...why did the DD do that??? etc etc you know what i mean...i think folks forget that sometimes in a desperate search for what they hope is some form of realism..anyhuw that lack of any obviuos drop dc's command may scupper that particular idea...tho i'd bet there is some way to do it.. Quote:
i fly by the seat of my pants with this stuff...beacuse i only really do it for fun.. i don't really expect to be wrong on this ...there is so much basic mechanical code written into the scripts..(you can examine the code for the mission generator in the scripts....and that really says it all......the in game mission generator....wait for it....IS JUST A MISSION SCRIPT running VB code lol....well it kinda says something that...
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the world's tinyiest sh3 supermod- and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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09-26-07, 10:44 AM | #141 | |||||||||||
Commodore
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Is such a command somewhere in any scripts or have you tried it out by trial and error ? And is it GetSimPosition or SimGetPosition ? Quote:
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Reading out ship speed would be the minimum neccesary thing to get any satisfying results imo. And it will also require the support of basic math operations like + - * / Have you tryed them yet ? DO SOF scripting support it ? Quote:
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But i guess after all i was disappointed to often and gave it up on moding other games. Quote:
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09-26-07, 12:00 PM | #142 | ||||
Ace of the Deep
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it's in the games EXE file..tho that is no garantuee it works of course.. tried it in variuos different methods none worked most crashed the game on mission load.. BUT the game uses it's own "shorthand" methods as well as raw code..the shorthand being just an abreviation of a larger block of raw code ... here's one of the scripts for the mission generator it's ClientScript1000.txt in the scripts folder id mysim float sx float sz float dy int own phase init GetMenuSelection [own],"MGenerator\own" random [sx],-300,600 random [sz],-300,600 random [dy],-2,4 if sameint [own],$1 then CreateSimulationObject [mysim],"ufp" endif if sameint [own],$2 then CreateSimulationObject [mysim],"u35" endif if sameint [own],$3 then CreateSimulationObject [mysim],"ub-I" endif if sameint [own],$4 then CreateSimulationObject [mysim],"uc-II" endif SimSetPosition [mysim],[sx],0,[sz] SimSetDirection [mysim],[dy],0,0 BindToController [mysim] EveryFrame Permanent endphase end note all that floated simsetposition stuff and the randomisation within paremters set at the top.. check also ServerScript1000.txt for other mission generator code the game also uses shorthand for some relationships between vessels seen here beginblock setint [order1], $0 setint [order2], $0 setint [order3], $0 setint [feind1], $0 setint [feind2], $0 setint [feind3], $0 if Alive [ship1] then GetENEMY [feind1],[ship1] endif if alive [ship2] then Getenemy [feind2],[ship2] endif if alive [ship3] then Getenemy [feind3],[ship3] endif endblock have used this for triggering events when [MYSIM] gets within visual range of [U2] tho it's not clear what is exactly what there..but it works Quote:
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do it like this...then a whole bunch of code you cannot even remotely understand then an argument when you ask for a beginnrers way of doing something similar...lets face it most code just turns stuff off and on...there are no beginner tutorials...only mid levels ones...learn't that almost as soon as i started a couple of years ago....every thing i've learnt has been by accident or from sheer trail and error...or by spotting some simplistic snippet of code that i could extract from more complicated stuff and use as a tool to do a basic job.. yup on the DD's and hydrophones ..if it can be persuaded into compliance lol then with testing the issues will present them selves very quickly..and so also will the soloutions..simply setting a timer (ala SH3) to set a maximum time limit for the DD's attack...sending it away after such and such a time....with the limited depth for the subs any serious DC attack is going to be pretty scary stuff ..so you set a timer for the "go to player's location" so there is a delay between the DD reading your location and it actualy going there..allowing some chance of escape...and so on...also makes the player feel he has some part to play in tactics...frankly in SH3 etc even tho folks talk for hours about tactics in surviving DC attacks there are in fact no tatctic at all involved...you go deep wiggle about a bit go slow go fast wiggle about a bit more...do this for the allotted 3 hours (and it is allways 3 hours you can set you watch by it) then the DD's just go away...gawd is it DULL and it's identical every single time absolutely identical...if that's tactical i'll take random any day lol!! if you see what i mean.. Quote:
funny thing about the hydrophones etc isthat there is one enemy "vessel" that does come equiped with extra sensory percpetion..and thats the aircraft...i'm not clear if this is beacuse of the wway they are scripted or wether it is more deeply coded via the exe .... during an aircraft attack...if you dive no matter how long you stay under or how deep you go or where you go..the aircraft will continue to circle directly over head..you cannot lose them ..you have to surface and shoot them down.. so there's the two thing operating in one instance...tracking the player whilst submerged...and passing the players location to an enemy "vessel" will look at it again and see if i can peel the relevant behavoiur of the planes and slap it on some thing else..that would provide insight into what might be tthe best way to proceed ..if possible.. tho i have to admit now i have introduced weather changes including fog intot he campaign there is now a very definite sense of danger in the gameplay..and getting killed by a DD or such like in fog is a pretty regular occurance so maybe it isn't such a high priority any more..most folks think weather is just eye candy......how wrong can they be???...been trying to tell them for years...trouble is there are no rivets to count on a fog bank..
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the world's tinyiest sh3 supermod- and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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09-26-07, 01:17 PM | #143 |
Sparky
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Vampire Lookouts
I'm not a code guru like many of you guys; I'm just commenting on the gameplay here.
I was just detected by a fishing trawler while approaching submerged, at dusk, at a distance of 3.8 nautical miles! Whatever one's justification, this seems patently ridiculous. I'm not saying it's impossible to approach; as noted elsewhere in this forum, it's relatively easy to approach a ship and sink it while using the scope briefly and intermittently. I just find it a real immersion-killer to have to worry about supernatural lookouts when the only thing I'm exposing is my periscope and the target is still a miniscule speck on the horizon. |
09-26-07, 02:35 PM | #144 | |
Commodore
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The expectations for this game should be better rather low. |
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09-26-07, 03:07 PM | #145 | |
Ace of the Deep
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you got your self spotted at around 7000 metres?? that's the key you know.. YOU got YOURSELF spotted at 7000 metres...just out side maximum torpedo range?? i'm not here to defend the games idiosyncracies of which there are many lol but that's what it boils down too..you ALLOWED your self to be spotted at 7000 metres because you didn't follow the correct scope depth approach procedures...and all that overly serious BS wether you view it as realism ,gameplay or just plain weird..that's what happened
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the world's tinyiest sh3 supermod- and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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09-26-07, 03:41 PM | #146 |
Sparky
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Sorry, no...
I don't buy it. As there are NO conceivable circumstances that would enable ANY normal human being to spot a periscope (the only part of the sub that was exposed) at 7000 metres in twilight, and as I was following correct scope depth approach procedures - for real world physics - I cannot accept responsibility for being sighted. If you are saying that I broke the rules for the unrealistic physics of the game and got caught at it, well, yes, obviously, that's what happened. I will still maintain that a detail so bizarrely unrealistic is not an option; it's not a feature - it's a flaw.
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09-26-07, 03:48 PM | #147 | |
Ace of the Deep
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the world's tinyiest sh3 supermod- and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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09-26-07, 06:59 PM | #148 | ||||||||||||||||
Commodore
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I mean the exe is hardcoded. Quote:
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So wouldn't that mean that the players sub would be gone 20 minutes before your E34 appears and thus miss the attack by 20 minutes ? Quote:
float a a = 2 + 2 is actually very VERY basic! Quote:
Yesterday, I have looked through dozens of scripts now and i feel even more confirmed that it is not possible to set objects relative to the players sub. Everything seem to revolve around the ChangeGeoPivot position. So the only way i see is to set the subs position relative to it. But as you said the player will see it long comming before it can make any attack on the player. So i fear you will need an properly operating enemy sub. And all you can do is then to spawn it into a certain location but certainly not relative to the players position. If it is possible then it is not documented or used in any of the scripts. Games have sometimes unused and undocumented functions. But they way the scripts are done i figure that this is simple not possible. And you certainly cannot code a calculator ontop of the game screen I am sorry to disappoit you but you maybe grossly overestimate SOF's scripting power. I fear i have also overestimated it in my longer post above, after hearing you talking about. It is nowhere even close to the scripting power of operation flashpoint for example. On a second look it all appears to me rather as very normal scripting. there are only very basic orders given and there are no math operations done in any of the scripts, so i would figure it is not possible, since the purpose the scripts seem to be done for it is not needed for SOF. You can do a few nice things but the apparent lack of possibilites to read out even the most basic ship data of any given vehicle pretty much puts the final nail into its coffin. Only the devs could prove otherwise as i see no tangible hint in the scripts for such possebilities. It really wouldn't be a deal at all to add this functionality in the scripting language. This all is another pitty for SOF. But the devs seems to not have made anything really right. I guess you will have to wait after all, till i am done with IUF I think i will not go further into it sicne it's pretty clear to me where its limits are. But i don't mind to continue to support you if you like to bother with it. I also tried to do some math operations in the script file of the mission editor and as expected it do not work. Quote:
I still have a hard time with some books. They seem to be written for people who already know this subject, lol. Quote:
I also had an extrem hard time to move from C to C++ but then i was pointed to Bruce Eckels books that seem to be a shining exception. While the other books felt like like eating stones, this one goes down like butter Boy he knows how to explain stuff. This is the first book where i finally understood what the languages were about and what their difference was and stuff. By reading this books the subject do not appear to me that complex and abstract anymore. Actually it is now very naturally. He also resign from complex mind suffocating examples and keep it straight forward. This guy is a genius. I mean this are the first books that made me really understand the language. I also found a C ++ tutorial that was written really for beginners and also went down like butter and made me this language accessable the first time. If you would be still interested i could send you them. Quote:
You just don't get the right thing. It's hope less. Quote:
What you see in SOF is simple a scripting language that might have some similarities with VB in its appearance. The actual compiled SOF code reads it out and interpret it as it was programmed for. But it could also be that the devs have used one of the scripting languages like Python or Lua but i haven't dealt with them yet so i cannot comment on this. Quote:
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Nuke them! Hey do you think you could mod a nuke into SOF ? Quote:
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09-27-07, 04:28 AM | #149 | |||
Ace of the Deep
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IUF..??? at the current rate of production i will almost certainly be long dead and buried (quite literaly) by the time you actualy finish IUF..lol your wrong of course....about nearly everything sadly...not that it matters!! bit of a wind up merchant in fact lol.... Quote:
nuff said..wind up sorry to sound a bit rude...but i trust my instincts ..doesn't matter how many people say other wise ..and BOY do they allways say other wise...that won't work ..you can't do that..that isn't possible on and on and on....i damn near allways even with my extremely basic ability..manage to make it work...strange that ...sigh...i just get fed up hearing the same old drone.. Quote:
try this from the generator code GetMenuSelection [year],"MGenerator\year" add [fyear],[year],1913.0 irandom [day],$2,$1b StartDate [fyear],[month],[day] GetMenuSelection [daytime],"MGenerator\daytime" CalcStartTime [daytime] i don't need to be able to WRITE this code to SEE that what it is capable of... what ever you think of it it is in another universe entirely from SH3/4 etc... we haven't even touched on the kisetcommands KiSetCommand [ship3],$4,1000,3.14,0,[ship2] KiSetCommand [ship1],$b,7500,0,0,$0 KiSetCommand [ship2],$b,7500,0,0,$0 KiSetCommand [ship3],$b,7500,0,0,$0 i allways work on the principle that what you see on the surface is only a fraction of what actualy can be done... and with SOF what you see on the surface is actualy quadruple what is entirely available with other sims.. this is in fact the basic first rule of modding... extrapolate what CAN be done...not what CAN'T be done...this requires a positive mind set...not a negative one...by default..and if in the end what ever it is your trying to do indeed cannot be done....then nothing has been lost and a whole lot gained by making the serious attempt...etc like i say i do this for fun...and out of curiosity..to every-one else it appears to be some form of bizaare "ego" competition... i don't have anything to prove here...if i pass the ball..and other people don't pick it up or drop the ball then that is not my problem...i have contributed what I COULD do...what other people contribute, positive or negative, is their affair lol
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the world's tinyiest sh3 supermod- and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats Last edited by CB..; 09-27-07 at 05:34 AM. |
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09-27-07, 08:01 PM | #150 | ||||||||||||||
Commodore
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btw are you really that old ? Quote:
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Tried it, could make it at least not throwing me out of the mission but i still cannot make much sense of it. I also do not want spend many hours with trial and error. I leave this up to more motivated people. I am too busy with my own sim anyway. Quote:
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Deamon |
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